That looks good--and indeed, quite an improvement over the early versions, I think. The tunnels even look a little more uneven to my eye--likely in part thanks to the angled beams on the walls and the rising dirt at the edges of the floor.

Protagonist concepts by the talented Katerina Ventova/Leventart. She's not actually going to appear in-game, but I'm having something created for promotional purposes. Besides, it never hurts to give the protagonist a bit of a identity

I'm really happy with the work Katerina has done so far. We've only exchanged a few emails so far and she's totally nailed it. Highly recommended!

Hmm... I'm not sure that this would fit well into a horror game of this sort, but the following idea occurs to me: since you have these portraits, it might be interesting to have a Doom-style "protagonist-face" on-screen, allowing the protagonist to emote and show damage (as in the lower bust, above).

Here's a quick cap of the new beacon charge mechanic: the more you charge, the harder you throw them. After a certain point, they explode. This can be used to knock barrels out of the way, distract enemies, or hurt yourself if you're not careful

I met with the publisher earlier this week to catch up. We chatted about the current state of the VR implementation, and some concerns I had about releasing as VR-only to start with. Specifically, I feel the non-VR gameplay will have to suffer to make the VR experience "comfortable". We agreed that that we will instead target non-VR first, but keep the VR support in for those who can stomach it.

As a result, we're now aiming for an Early Access release on Steam first, instead of the Oculus Rift store. I think this is really good news for the game as it means it'll get into the hands of more people early on, and it should be possible to build a much bigger community than it would be through doing VR-first.

I've spent the week working like a madman, ramping up for Early Access--we're hoping to get onto Steam before they kill off Greenlight.

Here are my commit logs from the past week or so, to give you an idea of what I've been up to!

Hey Thaumaturge! Thanks for your feedback. We're still experimenting with the lighting and materials and we hope to keep improving the visuals and atmosphere of the game as we progress with dev. We're also exploring some new textures for our materials so we might have some new shots to share soon.

Hey Thaumaturge! Thanks for your feedback. We're still experimenting with the lighting and materials and we hope to keep improving the visuals and atmosphere of the game as we progress with dev. We're also exploring some new textures for our materials so we might have some new shots to share soon.

I agree. VR doesn't seem to be picking up as much as I thought (could be wrong; I'm a big Nintendo guy over here).

I've had a Rift here for a few months and I hardly ever feel compelled to play anything with it. It's neat, but most of the games I want to play (including mine!) don't translate well to VR. Maybe I just need to go out of my way to find more VR-friendly games, I dunno.